100 Commits
Author SHA1 Message Date
lucianoandClaude Opus 5.5 2fbf3a3b7a v1.12.0
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 13:51:29 +02:00
lucianoandClaude Opus 5.5 c832dc1647 Phone remote: stop a scene element or the whole scene
Live elements get a ■ button on the phone: stopping clears text/image/video
from their destination, gives a zone back its own content, returns the main
effect to the one active before the scene (aux displays back to their own
setting) and switches a mapping element off. '■ Ferma scena' clears
everything the scene shows and halts the rest of the track's timeline
(advanceCues no-ops) until '▶ Riprendi', which re-applies the scene at the
current position, or the next track. Hand-stopped elements stay un-flagged
until the timeline moves their channel on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 13:48:58 +02:00
lucianoandClaude Opus 5.5 ea91fe35f4 Phone remote: show and fire the current track's scene elements
The remote now lists the current track's scene (time, type icon, readable
description incl. destination zone), flags the elements live right now and
fires any of them on tap, without seeking the music. Tracks with a scene get
a 🎬 count badge. Applying an element is factored into per-type functions
(applyTextTo/applyImageTo/applyVideoTo/applyMapEl/fireCue) shared by the
timeline and the remote; a hand-fired element stays flagged live until the
timeline moves its channel on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 13:45:16 +02:00
lucianoandClaude Opus 5.5 ab1ab89127 Phone remote: LAN web page + WebSocket, QR pairing, blackout/freeze
remote-server.js: http + ws server (off by default, started from the panel,
port 8787 or next free), every request gated by a secret key embedded in a
QR code; the key persists in userData/remote.json so a phone's home-screen
shortcut survives restarts, 'Nuovo codice' revokes it. Phones send commands
that the panel executes through its own functions (transport, track pick,
effect next/prev/random/family/sequence, Auto VJ, pads, mapping on + visible
zones, blackout, freeze) and the panel pushes a compact live state at ~6 Hz
while a phone is connected (track + progress, effect, sequence, pads,
zones, meters, BPM). New panic controls in output and aux windows: blackout
(fade to black above every layer) and freeze (hold the last frame); also
available as panel buttons. src/remote.{html,css,js} is the touch UI in the
Neon Grid style, installable to the home screen, auto-reconnecting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 13:39:28 +02:00
lucianoandClaude Opus 5.5 f246b8bdb8 v1.11.0
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 12:30:33 +02:00
lucianoandClaude Opus 5.5 d79f1d5c49 Control panel: futuristic 'Neon Grid' theme
New theme.css loaded only by control.html (every rule scoped to
body.control, output/aux windows untouched): deep-space background with
cyan/magenta nebula glows and a faint grid, glass cards with gradient
hairline borders and HUD corner brackets, gradient brand title and live
status pill with a pulsing LED, neon tab underline, glowing buttons and
focus rings, custom checkboxes, neon range rails with glowing knobs,
segmented LED level meters, restyled effect library, pads, playlist rows,
scene editor and mapping editor, neon scrollbars. Orbitron (display) and
Rajdhani (UI) bundled in src/fonts under the SIL OFL, so it works offline.
Respects prefers-reduced-motion.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 12:29:43 +02:00
lucianoandClaude Opus 5.5 225ab529bb v1.10.0
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 12:18:45 +02:00
lucianoandClaude Opus 5.5 f67d853bbc Playlist assigns any content to mapping zones (effect, text, image, video)
Mappatura = where (zone geometry + default content), playlist = what.
Text and image scene elements get the 'Su' destination (main output or a
zone), and a new 🎞 Video element plays a looping clip inside a zone. Each
destination is its own cue channel; text/image/video clear when their
element ends, effects stay (apply-once). On the output, zoneOv holds the
per-zone base content (effect/image/video, via a new 'media' source type
in the mapping engine) plus an animated text overlay (zonetext.js: canvas
sized to the zone's aspect, marquee/vertical, letter effects, audio glow)
warped into the zone with alpha. New track or live scene edit sends
mapZoneReset, so zones fall back to their Mappatura content; the saved
mapping is never touched (edit reports return original src/srcRect/opacity).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 12:16:50 +02:00
lucianoandClaude Opus 5.5 22b6d966e1 Playlist scenes drive the mapping: on/off, which zones, per-zone effects
New scene element 🗺 Mappatura (➕🗺): at its time it switches mapping on or
off and, via 'Mostra su' checkboxes, picks which zones show content — the
others go black (opacity 0 on the output only). Effect elements can target
a single zone ('🗺 Zona: …') to run their own preset there; 'no effect'
gives the zone back. Both are live overrides on the output: the saved
mapping is never modified, and edit reports from the output return the
original src/opacity. Manual 'Attiva' toggle shows every zone again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 12:08:25 +02:00
lucianoandClaude Opus 5.5 e793add541 Mapping: videos go inside the zones instead of covering them
The VJ loop and the playlist video track are full-screen DOM layers above
the WebGL canvas, so with mapping on a playing video hid the zones entirely
(and 'visual' zones never contained the video). While mapping is on the map
canvas is now moved above both video layers (videos keep playing, covered;
opaque black ground) and 'visual' zones sample a 2D composite of effect +
videos with the same opacity and blend mode as on screen. Recordings skip
the raw video layers while mapping is on, since they are already in the
zones. v1.9.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 12:02:48 +02:00
lucianoandClaude Opus 5.5 b169e9251b v1.9.0
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 09:22:14 +02:00
lucianoandClaude Opus 5.5 2c7fe64aca Mapping editor: straight-edge indicators, Raddrizza, own-corner snap
Edges are evaluated in output pixels (top/bottom vs horizontal, left/right
vs vertical): under half a pixel of deviation the edge draws green; on the
selected zone crooked edges carry an orange degree badge and the status
line lists all four (degrees + pixels). 'Raddrizza zona' button / R key
squares the zone to the closest axis-aligned rectangle. Dragging a single
corner now also snaps to the other corners of its own zone, so an edge
locks straight. Grid select no longer stretched by the global select rule.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 09:21:08 +02:00
lucianoandClaude Opus 5.5 9af9d26b2b Mapping editor: snap to grid and to other zones' corners
'Aggancia' toggle + grid step (5%, 10%, 2.5%, 1/8, 1/16), persisted. While
dragging a corner or a whole zone the delta is shifted so the closest
moving point lands exactly on a grid line or on another zone's corner coordinate
(per axis, 9 css px capture radius) — adjacent LED panels butt together to
the pixel. Hold Alt to drag freely; keyboard nudge stays unsnapped.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 09:15:56 +02:00
lucianoandClaude Opus 5.5 e754656585 Mapping: mini-editor in the control panel + keyboard nudge
Editing corners with handles on the output is unmanageable on a large LED
wall (7x4 m): the hand has to work on the giant screen. The Mappatura tab
now has a scaled replica of the output (aspect from the output display or
the LED area) where zones are dragged by corner or whole, with live sync
to the output (one IPC per frame). Keyboard on the focused editor: arrows
nudge 1 output pixel, Shift 10 px, Tab cycles corners, Esc = whole zone;
keys never leak to the global hotkeys. Selection is shared with the zone
list and highlighted on the output handles; a status line shows pixel
coordinates.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-10-02 09:13:01 +02:00
lucianoandClaude Fable 5 c2709ff158 9:16 recording: positionable crop strip + on-screen guide frame
New controls in the Registra tab: a 'Posizione taglio' slider choosing WHICH
strip of the screen survives the cover-crop when the format differs from the
display (ffmpeg crop x/y driven by cropX 0..1), and a guide checkbox. The
guide is a dashed frame + dimmed surroundings drawn on the output window
(outside #stage, last in DOM, overlay only — composeFrame never captures
it), live-updated from slider/format and hidden when no crop applies.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-09-08 17:57:25 +02:00
lucianoandClaude Fable 5 51c6bca2c8 Recording: 60fps capture, remux when no rescale, CRF 16 slow otherwise
captureStream at 60fps with an 80 Mbps cap. When the requested frame equals
the source and the first pass is H.264, the MP4 is a pure remux (-c copy):
the hardware realtime encode is the only compression in the final file. The
re-encode path (vertical reels, VP9 fallback) moves to CRF 16 preset slow at
constant 60fps.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-09-08 17:48:52 +02:00
lucianoandClaude Fable 5 d896a6f4b6 Recording: prefer hardware H.264 (VideoToolbox) for the realtime pass
MediaRecorder in Electron 33 muxes MP4 with avc1 High profile + AAC; on
macOS that encode runs on VideoToolbox hardware, whose realtime quality
ceiling is far above software VP9 — the residual smearing came from there.
Bitrate cap raised to 50 Mbps (hardware barely notices; the VP9 fallback
undershoots regardless). ffmpeg sniffs containers by content, so the .webm
temp name keeps working.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-09-08 17:44:56 +02:00
lucianoandClaude Fable 5 be33fb9e7b Recording quality: 30 Mbps intermediate, CRF 18 medium, CFR 30fps
The realtime VP9 first pass at 12 Mbps was the bottleneck on full-screen
abstract motion (visible blocking the MP4 pass could not recover), and the
x264 pass added its own loss at CRF 20 veryfast. The WebM intermediate is
deleted after muxing, so it can afford 30 Mbps; the MP4 pass is offline, so
it can afford CRF 18 preset medium, constant 30 fps and 256k AAC.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-09-08 17:41:34 +02:00
lucianoandClaude Fable 5 4dfa0fc993 Fix recording ENOENT: try absolute ffmpeg paths before bare 'ffmpeg'
ffmpegPath() short-circuited on the bare 'ffmpeg' candidate, so the absolute
Homebrew/system paths were never checked. From a terminal PATH covers it, but
the packaged app launched from Finder has a minimal PATH: stopping a
recording failed with 'spawn ffmpeg ENOENT'. Absolute candidates now win;
bare 'ffmpeg' is the last resort.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XVMQ2JhsJ77pGKqcvvFHqc
2026-09-08 17:34:51 +02:00
lucianoandClaude Fable 5 777f7ff09d v1.8.0
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 16:08:44 +02:00
lucianoandClaude Fable 5 0809dc0b17 Scene cues auto-activate the aux output they target
A cue aimed at a connected display whose aux window was off landed nowhere
and the monitor stayed black. The cue now switches that output on (persisted,
row updates in the panel) and 'auxReady' re-sends the scene effect once the
freshly created window has loaded.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 16:05:51 +02:00
lucianoandClaude Fable 5 9be7f0d0eb Scene-only playlists: playSilence keeps a live audio input running
A playlist made only of ✨ Intermezzo scenes is the visuals-only sequencer
(effects/text/images on a timeline, chained and looping with repeat), but
playSilence tore down the live input source, so effects stopped reacting to
the DJ's real music. Now only file/track audio is silenced; a mic/line/
BlackHole input keeps feeding the analyser through every scene.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 16:00:42 +02:00
lucianoandClaude Fable 5 fe1cada045 Aux text = full ticker; scene effect cues get a target screen
The per-monitor overlay text now reuses the main output's ticker wholesale
(same DOM structure and style.css classes): direction h/vertical/side-edges,
letter effects (wave/zoom/flash/rotate/updown), the 8 fonts, position, size,
weight, color, speed, and the audio-reactive glow — the complete Testo tab
option set. Scene 'effect' elements gain a 'Su' selector (main output / one
aux display / all screens); each target is an independent cue channel so
same-time cues aimed at different monitors all fire, and aux windows in
follow mode ignore the all-screens broadcast (they already follow).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 15:48:08 +02:00
lucianoandClaude Fable 5 5d4747f780 Aux outputs: per-monitor overlay text (static or scrolling)
Each aux row gets a 🔤 toggle opening a sub-row: text, position
(top/middle/bottom), static or marquee, size, speed, color, bold. The text
renders as an overlay above whatever the window shows — effect, image or
plain black — so a monitor can be a dedicated message board. Scroll duration
scales with text length for constant apparent speed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 15:25:52 +02:00
lucianoandClaude Fable 5 09bc0cc8cf Fix aux-row layout: pin select widths against the global 100% rule
The control panel's global 'select { width: 100% }' made the mode dropdown
swallow the whole row, pushing the family/preset selects off-screen.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 15:21:36 +02:00
lucianoandClaude Fable 5 203efe3333 True multi-output: one aux window per extra display, assignable content
New 'Uscite multiple' section in the Schermo tab: every display that hosts
neither the panel nor the main output gets a row with an on/off toggle and a
content mode — follow the main effect, a dedicated effect (family+preset,
camera/3D families excluded), a fullscreen image, or black. Aux windows are
lightweight visual-only renderers (aux.html/aux.js) fed with the audio
analysis relayed from the main output at ~30 Hz over the new 'afr' channel,
with a drift-corrected clock. Display hot-plug is now detected (list refresh
+ stale aux windows dropped); config persists per display id in localStorage.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 15:16:25 +02:00
lucianoandClaude Fable 5 b5dc0275c8 Playlist: rebuild DOM only on structural changes, patch progress in place
Every 400ms progress tick rebuilt the whole list (now heavy with per-track
waveforms), so nodes were replaced between mousedown and mouseup and row
buttons never received their click while a track was playing. renderPlaylist
now computes a skeleton signature and, when unchanged, refreshes times,
progress bar and waveforms on the existing nodes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 14:58:10 +02:00
lucianoandClaude Fable 5 e89213b8f9 Fix playlist freeze: self-healing drag guard + identity-based row actions
A lost dragend (dragged node removed from the DOM) left dragFrom/cueDragging
stuck, permanently deferring renderPlaylist: the list stopped redrawing and
row buttons acted on stale indexes (delete/play appeared dead). The guard now
unlocks itself when no .dragging element exists, and row actions resolve the
track index at click time by object identity.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 14:52:14 +02:00
lucianoandClaude Fable 5 b04fe01a1a v1.7.1
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 14:55:01 +02:00
lucianoandClaude Fable 5 26c9653668 Deactivate button for the 3D effect
'Disattiva' in the Animazioni 3D tab restores the last non-3D preset
(tracked by applyEffect), answering 'how do I turn the 3D output off'
without hunting through the effect library.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:15:38 +02:00
lucianoandClaude Fable 5 8b4b2cbfa8 Per-zone effects in projection mapping
New 'Zona Effetto': each zone runs its own preset on an independent
offscreen Visualizer (960x540, own WebGL context), stepped with the
shared clock and audio so every panel dances to the same music with a
different effect (fluid presets included; interactive/3D excluded).
Zone row gains family/preset selectors; engines are created/destroyed
as zones change and their canvases uploaded as zone textures each
frame. Guide updated with the performance note.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:09:20 +02:00
lucianoandClaude Fable 5 3d91806581 v1.7.0
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 16:43:17 +02:00
lucianoandClaude Fable 5 e156714378 Collapsible quick guide inside the Mappatura tab
A details/summary walkthrough: what mapping is, the three steps
(activate, create zones, drag corners on the output), every per-zone
option with a multi-panel Porzione example, and the persistence/
recording notes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 16:36:28 +02:00
lucianoandClaude Fable 5 0daa89656f Projection mapping: warped zones for images and the live visual
New Mappatura tab + mapping.js engine: each zone is a quad warped with a
projective homography (square->quad closed form, inverted per fragment)
on a dedicated WebGL2 canvas above the visual, black outside. Sources:
the live visual (with a source sub-rect for multi-panel LED walls) or an
image file (corner-pin onto physical surfaces). Edit mode draws handles
ON THE OUTPUT: corners (or whole quads) are dragged while looking at the
real projection, edits flow back to the panel which persists them. Zone
list with name, source portion, opacity and delete; included in
recordings; re-sent when the output restarts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 16:22:43 +02:00
lucianoandClaude Fable 5 a3991e0f92 Dark native controls: readable dropdowns on Windows
color-scheme: dark makes Chromium render the native select popups and
scrollbars dark on Windows (they defaulted to white with our light text
on top), plus explicit dark backgrounds on select/option as a fallback.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 15:09:43 +02:00
lucianoandClaude Fable 5 7414dbe2ec Windows support: cross-built NSIS installer
- toFileURL and path-basename handling made Windows-safe (backslashes,
  drive letters) so media/model loading works there
- Blender discovery scans Program Files\Blender Foundation; ffmpeg
  candidates include common Windows paths
- build config: win/nsis target (x64, custom install dir), build/icon.ico
  generated from the 1024 png, dist:win script
Cross-compiled from macOS: dist/DJ Visualizer Setup 1.6.0.exe (95MB) with
scripts unpacked and models/MediaPipe bundled. Untested on real Windows.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 14:44:47 +02:00
lucianoandClaude Fable 5 a869d5b969 Arm spread slider range up to 70 degrees
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 13:06:35 +02:00
lucianoandClaude Fable 5 7a8e71e170 v1.6.0
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 13:00:26 +02:00
lucianoandClaude Fable 5 054c00f51e Arm spread: pose-aware outward axis
The fixed front-axis rotation degenerated on poses with the arms bent
forward (vector nearly parallel to the axis — why the mannequin showed
no effect on salsa-like moves). The swing axis is now computed per
frame as cross(current arm direction, character outward side), so the
arm is always pushed away from the torso regardless of the pose, and
the rotation naturally vanishes once the arm already points outward.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 12:16:41 +02:00
lucianoandClaude Fable 5 a69cac0ebd Per-model arm spread against limb/body intersection
Dance clips are authored for the standard mannequin: on chunkier models
the same joint angles drive the arms through the torso (the ninja is
clean because its proportions match). New 'Apertura braccia' slider
(0-35deg, saved per model path): the upper arms get an extra outward
rotation about the world Z axis during clip playback (left +, right -),
solved back into each bone's local frame through the parent rotation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:58:17 +02:00
lucianoandClaude Fable 5 26dea77c70 Control panel default size 980x1180
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:50:43 +02:00
lucianoandClaude Fable 5 a8da0a4c9d Model library: remembered GLBs with one-click switching
Every loaded model (GLB or converted FBX) is added to 'I miei modelli'
in the Animazioni 3D tab: click a name to switch the dancer instantly
(active one highlighted), x removes it from the list (file untouched).
Persisted in localStorage; the current model is seeded on first run.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:49:44 +02:00
lucianoandClaude Fable 5 06ae7bc422 Smooth hips: no horizontal root motion, tanh-saturated bounce
The hard clamp made out-of-scale clips ride its boundary and jerk the
model left/right. Hips translations now stay pinned horizontally (the
framing compensation cancelled that motion anyway — the moves live in
the legs and torso) and the vertical bounce saturates smoothly via tanh
at 0.8x the rest length. Same-rig baked clips render identically since
their root motion was already being compensated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:46:22 +02:00
lucianoandClaude Fable 5 3d90c5b248 Keep dancing models in frame: clamped root motion + wider clip planes
New FBX models could periodically vanish: foreign clips with
out-of-scale hip translations threw them past the camera frustum, then
the loop brought them back. Three guards: the unit-rescale triggers at a
1.75x ratio (was 3x), the sampled translation offset is hard-clamped to
1.2x the bone rest length, the residual vertical bounce is capped at
half the model radius, and the near/far planes widened (0.02-8x dist).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:44:00 +02:00
lucianoandClaude Fable 5 dd061949da Control panel opens 200px wider (580 -> 780)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:36:16 +02:00
lucianoandClaude Fable 5 bc3ad8cc20 Library clips: Hips-only translations to avoid distorting the model
Some Mixamo clips carry translation keyframes on every bone; bound to a
model with different proportions they stretch/crush the limbs (bone
lengths must come from the target skeleton). Library binding now keeps
translations only for the Hips (root motion); rotations drive the rest.
Clips baked into a model keep their full channels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:34:22 +02:00
lucianoandClaude Fable 5 d329759961 Load FBX characters directly: in-app conversion to GLB
The model button now accepts .fbx too: a new model:convert IPC runs
Blender with scripts/fbx2modelglb.py (mesh + skin kept, animations
dropped, embedded diffuse recovered even when the FBX references
missing external textures) into userData/models3d, then the resulting
GLB loads as usual. anim/model conversion share one convertFbx helper.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:31:26 +02:00
lucianoandClaude Fable 5 a5c0a8b297 3D families move from the effect library to the Animazioni 3D tab
'Modello 3D', 'Interattivo Modello' and 'Interattivo Avatar' no longer
appear in the Effetti family filter or the preset list: the new
'Effetto 3D' block in the Animazioni 3D tab has its own family/preset
selectors (palette · variant) and an Attiva button, applying through the
same applyEffect path. Saved pads/sequences/scenes keep working (preset
indices untouched).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:24:41 +02:00
lucianoandClaude Fable 5 a6728ec535 Repertoire as an aligned two-column checkbox list
The Auto VJ pill style (hidden checkbox, ragged flex wrap) didn't fit
the long clip names: #glb-anims now lays out as a two-column grid with
visible aligned checkboxes, ellipsis on overflow and green accent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:20:42 +02:00
lucianoandClaude Fable 5 43e8125d3b Dedicated 'Animazioni 3D' tab in the control panel
The 3D model controls outgrew the SVG section: model load + backdrop,
dance repertoire, extra animations and manual BPM/TAP now live in their
own tab between Effetti and Pad. All element ids unchanged, wiring
untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:18:42 +02:00
lucianoandClaude Fable 5 97376b22c9 Dance library: bundled clips bind to any rigged model + repertoire + manual BPM
- models/dance_library.glb: skeleton-only GLB with the 13 Mixamo dances,
  loaded at startup and bound BY BONE NAME to whatever rigged GLB the
  user loads — new models dance immediately, no baking needed.
- Repertoire UI (Media tab): checkbox chips of the available clips, the
  director only picks the ticked ones (none = all); persisted.
- 'Aggiungi animazioni': extra .glb clips load directly; .fbx are
  converted on the fly by Blender via a new anim:convert IPC and the
  bundled scripts/fbx2animglb.py (asarUnpacked for packaged builds).
- Manual BPM with TAP tempo: 0 = follow the detected beat, otherwise a
  pure metronome drives the dance clock.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:15:10 +02:00
lucianoandClaude Fable 5 83fc655219 Any shader family as the 3D model backdrop
The uber-shader pass is now reusable (_renderUber): choosing 'fam:<i>'
in the Sfondo Modello 3D selector renders that family first (tinted with
the active preset's palette/hue/sat) and overlays the model on top. The
selector lists every family except fluids (already explicit options),
interactive and Modello 3D itself.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 11:03:55 +02:00
lucianoandClaude Fable 5 b45c7078dc Fluid backdrop behind the 3D model
New 'Sfondo Modello 3D' selector (Media tab): gradient or any of the
five fluid modes. The fluid sim paints the canvas first, then the model
renders on top clearing only the depth buffer (overlay mode skips its
own backdrop pass). Palette and speed are shared with the preset;
persisted and re-sent when the output restarts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:59:19 +02:00
lucianoandClaude Fable 5 173d85b681 Half-time clips and beat double-count fix
Expressive choreographies (Thriller, breakdance, flair, spins, moonwalk)
are authored one count per TWO beats: a per-clip pace factor (name
heuristic) halves their count rate. The beat clock also gained a
refractory window (60% of a period) so energetic tracks firing on both
kick and snare no longer double the detected tempo, which made every
clip race.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:55:33 +02:00
lucianoandClaude Fable 5 d905146b13 Zero-lag beat lock: feed-forward timeline + latency lead
The pure exponential follower trailed the beat clock by its time
constant (~110ms), which read as the dancer being late on the kick. The
clip timeline now advances by itself at the metronome rate (feed-forward,
zero structural lag) while a gentler follower only corrects drift, with
a 50ms lead compensating beat-detection/display latency and a hard
resync when the error exceeds 1.5 beats.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:53:01 +02:00
lucianoandClaude Fable 5 d17cd42958 Fluid beat-lock: linear extrapolated phase + soft timeline chase
The phase-locked playback felt mechanical: the smoothstepped phase made
the clip accelerate/brake every beat, and the hard clamp at phase 1
stalled motion when the next beat ran late. The beat clock now exposes a
linear phase that keeps running past 1, and the director chases the
beat-locked timeline with an exponential follower (~110ms) that absorbs
metronome re-syncs. The procedural sway keeps its eased phase (there the
easing reads as groove).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:49:58 +02:00
lucianoandClaude Fable 5 cb2db1550c Phase-lock the dance clips to the beat
Clips used to play at their authored tempo, so the steps drifted against
the music. A shared beat clock (detected beats + free-running metronome
in the gaps) now drives the clip timeline directly: one choreography
count (0.5s of clip, ~120bpm authoring convention) per music beat, with
a smoothed phase inside each beat. Steps land on the kick at any track
BPM; the variant speed doubles the count rate; move switches and the
procedural dance reuse the same clock.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:45:16 +02:00
lucianoandClaude Fable 5 616e70a34d Dancers follow the music clock, not the visual-speed slider
The global speed control multiplies the visual time, which froze the
dance clips at low values (only max speed showed motion). Clip playback,
the dance director and the procedural dance now run on a real-time
clock — only the preset variant speed scales the moves. The translation
unit-rescale also samples the peak of the first keyframes (robust when a
clip starts near the origin) and clamps the factor.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:41:38 +02:00
lucianoandClaude Fable 5 14e5b48176 scripts/merge-mixamo.py: fuse a Mixamo character + N dance FBX into one GLB
Recovers the embedded diffuse when the FBX references missing external
textures, discards animation-file objects keeping only their actions,
retargets bone-name prefixes (mixamorig vs mixamorig1) so clips recorded
for another character land on the base rig, and exports all clips as NLA
tracks for the dance director.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:37:02 +02:00
lucianoandClaude Fable 5 43a3431532 Dance clips from foreign rigs: unit rescale + dynamic framing
Clips merged from other Mixamo FBX files can carry hip translations in
a different unit (cm vs m): translation channels are auto-rescaled
against the node's rest pose (first-keyframe ratio > 3x). The dancer
also stays framed: the clip's root motion is cancelled horizontally
(hips world position vs rest) keeping 40% of the vertical bounce, so
travelling moves like moonwalks don't slide out of the camera.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:33:17 +02:00
lucianoandClaude Fable 5 6529316bd9 Dance director: multi-clip GLBs switch moves in time with the music
GLBs can carry several animation clips (merged from Mixamo FBX files
with scripts/merge via Blender NLA tracks). The director loops the
current move and switches to a random different one every 16 beats (or
~14s without beats) with a 0.45s pose crossfade (per-node quaternion
nlerp + translation lerp).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 10:21:40 +02:00
lucianoandClaude Fable 5 31bfc96f12 Rigged models dance to the music (Modello 3D family)
Two paths for skinned GLBs with no live body driving them:
- animation clips in the GLB (e.g. Mixamo moves) are parsed (rotation/
  translation channels, nlerp sampling) and looped at the effect speed;
- without clips, a beat-locked procedural dance drives the FK targets:
  arms pump on alternate beats, hips sway, head nods, knees bounce, with
  a free-running metronome keeping the groove between detected beats and
  bass scaling the amplitude.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 00:47:41 +02:00
lucianoandClaude Fable 5 748d036ff6 GLB skinning + Mixamo retargeting: rigged models mirror the tracked body
The GLB loader now reads skins (JOINTS_0/WEIGHTS_0, inverseBindMatrices,
node hierarchy kept instead of baked); a skinned shader variant blends 4
joint matrices per vertex (up to 80 bones). _computeJoints solves FK
retargeting: for each mapped bone (mixamorig arms/forearms/up-legs/legs/
neck/spine) an extra local rotation aligns its chain child with the
world direction measured between the tracked landmarks — the user's
right side drives the character's Left bones (mirror). Interattivo
Avatar: when the loaded GLB has a skeleton it drives the rig (bounding
box from CPU-skinned samples, pelvis-follow track), else the procedural
armoured robot. Validated with a Mixamo Y-Bot: synthetic raised-arm pose
reproduced exactly.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 20:59:37 +02:00
lucianoandClaude Fable 5 88838792e1 Avatar redesign: armoured robot instead of primitive boxes
New primitives (tapered capsule with rounded caps, superellipsoid
rounded box) and a full body redesign: three-segment torso (chest plate,
dark abdomen, pelvis plate) with glowing core and belt light, helmet
with visor/jaw/ears/antenna, shoulder pads, tapered capsule limbs with
elbow/knee joints, hand plates with wrist lights, boots with toe lights.
Two-tone armour tinted by the palette, emissive details in colorB.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 20:44:43 +02:00
lucianoandClaude Fable 5 a0edb14d1e Avatar works seated: only shoulders required, bust mode without hips
Sitting at a desk the hips are rarely visible, which made the avatar
never appear. The pelvis is now synthesized below the shoulders when
hidden (torso/head/arms as a bust; legs return when actually visible).
The output also reports diagnostics to the panel: pose tracker failed,
or avatar active with no body detected for 5s.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:44:00 +02:00
lucianoandClaude Fable 5 08414070a9 Interattivo Avatar: a robot whose limbs mirror your tracked body 1:1
Raise your arm and the robot raises its arm. ModelSim gains primitive
meshes (cube/sphere) and renderAvatar(): parts placed by limb matrices
(basis aligned to each bone segment) with the same lighting as the GLB
renderer. interactive.js keeps the mirrored raw landmarks (with depth,
smoothed) and builds the robot every frame: torso sized from the
shoulders, head with accent visor and antenna, articulated arms/legs
with joint spheres, glowing hands, feet. Falls back to the motion mist
when no body is tracked.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:39:24 +02:00
lucianoandClaude Fable 5 722bce5036 Body tracking: head/hands/feet drive the interactive families
MediaPipe PoseLandmarker (BlazePose lite) integrated fully offline: the
WASM runtime and the bundled .task model are served to the renderer over
a new djvres:// protocol (fetch does not work on file://), with
'wasm-unsafe-eval' added to the output CSP. pose.js exposes PoseTracker;
interactive.js detects at ~30 Hz, maps landmarks into mirrored
cover-fitted screen space and smooths them with velocities.

Upgrades when a body is tracked (silent fallback to motion otherwise):
- all physical modes: moving head/hands/feet stamp precise motion blobs
- Sciame: the swarm follows your head
- Interattivo Modello: hand swipes spin the robot, it leans toward your
  head, raising a hand fast makes it jump
- Silhouette: neon skeleton (bones + joints + glowing head) over the
  electric outline

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:31:11 +02:00
lucianoandClaude Fable 5 7f0e8b94a7 Interattivo Modello: camera-driven 3D model puppet
New interactive mode 'model': the webcam motion drives the GLB model as
a physical puppet — a hand swipe spins it with inertia, it leans toward
the motion centroid, strong agitation makes it hop with squash & stretch
and a touch-glow rim. ModelSim.render accepts an optional pose (yaw,
leanX, hopY, squash, rim) and slows its auto-spin when driven live.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:18:11 +02:00
lucianoandClaude Fable 5 65fb6ae895 Modello 3D family: audio-reactive GLB model renderer
New model3d.js: minimal GLB loader (JSON+BIN chunks, accessors with
byteStride, node hierarchy baked into vertices, embedded PNG/JPEG base
colour textures) and a WebGL2 renderer on the shared canvas — palette
fill light, beat-pulsing fresnel rim, treble speculars, bass breathing
via normal displacement, orbiting camera auto-fitted to the bounding
box, gradient backdrop with a bass glow. A generated torus knot shows
before any GLB is loaded. 'Carica un modello .glb' button in the SVG
section; the path persists and is re-sent when the output restarts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:12:28 +02:00
lucianoandClaude Fable 5 b90066de6a v1.5.1
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:04:34 +02:00
lucianoandClaude Fable 5 6e024efa29 Fix overlay-image blend (Fusione) broken by compositing isolation
Two culprits made mix-blend-mode silently stop compositing the overlay
images against the canvas: the translateZ(0) on the LED-area #stage and
the z-index on the overlay layer — both turn their element into an
isolated stacking context, so the images could only blend against the
(empty) layer itself and rendered as opaque rectangles (which also hid
the beat pulse). Stage children now use position:absolute (no transform
needed for containment) and the output layers carry no z-index at all,
stacking purely by DOM order (identical to the old z order). Verified
pixel-level: black square over red in 'difference' now reads red.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 18:01:40 +02:00
lucianoandClaude Fable 5 1c9bdd1d3c Drag & drop reordering: playlist tracks and timed-scene elements
Playlist reordering existed but was broken whenever a track was playing:
the ~400ms progress re-render replaced the dragged node and cancelled the
browser drag instantly. renderPlaylist now defers rebuilds until dragend,
drops show an insertion marker (top half = before, bottom half = after),
and internal drags no longer trigger the file-drop overlay.

Scene editor: elements get a drag grip; since the list is always shown
time-sorted, dropping an element between two others moves its appearance
time between theirs (before the first = half its time, after the last =
+5s). Grip-armed dragging keeps the sliders inside the cards working.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 17:51:15 +02:00
lucianoandClaude Fable 5 529cfcb9d8 v1.5.0
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 17:29:40 +02:00
lucianoandClaude Fable 5 65b4e7fa35 Metallo Liquido family: liquid-metal chrome tunnel with molten veins
Rounded-square tunnel sections (circle/Chebyshev mix, fbm-wobbled like
molten chrome) flying toward a blinding core; ridged-fbm facets catch a
cool wash from the depth with sparse speculars on periodic section
frames. Molten veins in the palette's complementary colour (Neon: cyan
walls + red veins, like the reference) pump with bass/beat. Shader
family index 58; in the Auto VJ peak pool.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 14:47:12 +02:00
lucianoandClaude Fable 5 de85639aaf LED wall active area: confine the output to a pixel-mapping rectangle
New 'Area LED' controls in the Schermo tab: W x H @ X,Y. Everything
(canvas, videos, images, logos, ticker) lives in a #stage box whose
transform makes it the containing block for the fixed layers, so resizing
it confines the whole show at once, black outside. The canvas resizes to
the stage, so shaders render at the wall's native resolution. Persisted
in localStorage and re-pushed when the output window (re)starts; the
recorder follows the canvas position.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 10:41:23 +02:00
lucianoandClaude Fable 5 c1b3f9c311 Onda 3D family: silk-ribbon wireframe of the live waveform
Two bands of fine strands (iso-lines of the band coordinate) flow across
the screen, compressing into moire at the folds like a 3D wireframe
surface. Hue ramps across each band through magenta (warm crest, cool
belly). The centre curve mixes drifting sines with the live waveform;
bass swells the band, beat brightens. Shader family index 57; in the
Auto VJ quiet/groove pools. wamp() now interpolates between waveform
samples to avoid stair-step artifacts (also smooths Onda Luminosa).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 10:24:45 +02:00
lucianoandClaude Fable 5 c40f804740 Cinematic audio-light families: Onda Luminosa and Spettro Neon
The live waveform (uWave) drawn as a horizontal beam of light with a
white-hot crest, lens flare, vertical light pillars on loud columns,
twinkling cross sparkles, rays converging on the vanishing point and two
bokeh layers; Spettro Neon puts the 32-band spectrum on the same stage as
mirrored neon bars with hot tips. Shader family indices 55-56 (44-54 are
the interactive families, which never reach the shader). Both added to the
Auto VJ pools.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 10:16:36 +02:00
lucianoandClaude Fable 5 134af5775c Output window can no longer be closed by accident
Cmd+W / the red button on the output window are ignored while the control
panel is open: the audio engine and all visual state live in that window,
so an accidental close killed the whole show with no way to reopen it.
If the window dies anyway (renderer crash) it is recreated automatically.
Quitting normally (closing the control panel or Cmd+Q) still works.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 23:40:01 +02:00
lucianoandClaude Fable 5 7e745743c5 Ten more interactive camera families: bubbles, balloons, particle mirror, cloth, light painting, touch fluid, electric silhouette, swarm, tile wall, firewall
interactive.js becomes a multi-mode engine sharing camera, motion grid,
gradient/centroid tracking and the mouse fallback. New renderers: point/line
sprites (mirror/swarm/cloth/pops) and a ping-pong trail FBO (painting).
fluid.js gains a 'touch' emitter mode fed by motion splats from the camera.
Mirror mode reforms the custom SVG/image if loaded, else a DJ LUZA wordmark.
UNPACK_ALIGNMENT set to 1 for non-multiple-of-4 single-channel uploads.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 23:26:34 +02:00
lucianoandClaude Fable 5 ea31d68350 Interactive camera family: webcam motion pushes physical balls on screen
New 'Interattivo Palle' family (interactive.js): frame-differencing motion map
from the webcam, ball physics (push-away forces, collisions, beat kicks),
palette-tinted rendering with motion mist. Camera is requested lazily and
released when switching preset; mouse/touch fallback when unavailable.
Excluded from Auto VJ so the camera never turns on by itself.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 21:35:38 +02:00
lucianoandClaude Fable 5 f2121c0fc5 Bump Electron 31.7.7 -> 33.4.11: macOS XProtect kills Electron 31 as malware
XProtect (macOS 26) matches a malware rule on Electron 31.x ad-hoc binaries
(false positive: it also killed a checksum-verified official download) and
moves them to the Trash. Electron 33.4.11 is not matched and the app runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 17:51:07 +02:00
lucianoandClaude Fable 5 4aad50b362 Scenic family "Supernova": cosmic burst with electric tendrils
From the reference video: bright crackling core, organic branching
lightning filaments (ridged fbm in mirrored polar space, slowly rotating
to hide the seam), two layers of radial particle streaks flowing outward,
nebula haze. Bass pumps filaments and outflow speed, beat punches the
core, treble twinkles the particles. Family index 43 (fieldRGB path).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 16:48:47 +02:00
lucianoandClaude Fable 5 19aab4e61e Reels: timed recording with auto-stop
recStart now carries the format and an optional maxMs; the output stops
itself when the time is up (15/30/60/90s picker in the control UI), so a
reel doesn't depend on a manual stop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:51:51 +02:00
lucianoandClaude Fable 5 48ac3dfa85 Auto VJ: selectable family pool (smart / all / custom checklist)
Three modes for where the director draws presets from: 'smart' keeps the
curated per-mood pools, 'all' removes the family restriction, 'custom'
limits picks to a user checklist (mood still shapes the speed variant,
with a fallback when the checklist exhausts it). Config persists in
localStorage and is re-pushed live while the director runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:37:25 +02:00
lucianoandClaude Fable 5 46afd5d318 Auto VJ: a director that adapts the visuals to the playing track in real time
The audio engine now tracks musical features: fast/slow energy EMAs, BPM
(median of beat intervals), a quiet/groove/peak mood with hysteresis, and
drop detection (fast energy diverging from slow right after a lull). An
output-side director, toggled from the control UI, switches presets every
16 beats (or ~14s without beats) and immediately on a drop, drawing from
mood-matched family pools (scenic for quiet, fluid/geometry for groove,
fractals/tunnels/fire for peak) while avoiding recent repeats. A manual
effect pick takes over and turns the director off.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:32:18 +02:00
lucianoandClaude Fable 5 d5b48477ad Seven scenic RGB families: Cielo, Aurora, Mare, Montagne, Galassia, Solidi 3D, Griglia Neon
New fieldRGB path in the uber-shader (families 34+): scenes return full
colour instead of a palette-mapped scalar, with the palette tinting the
scene (hue/sat/contrast still applied via colorizeRGB). Sky with drifting
fbm clouds and sun; aurora curtains over twinkling star dots (stars light
a dot inside the grid cell, not the whole cell); perspective ocean with
crests and sun glitter; parallax mountain ridgelines at sunset; spiral
nebula; raymarched morphing solid (box/octahedron/sphere, palette-lit,
beat-pumped); synthwave grid with striped retro sun. Audio: bass drives
sun glow/waves/grid speed, treble twinkles, beat pumps. Scenic families
get a gentler bass-zoom so the horizon doesn't pump. Append-only family
indices (saved presets don't shift). 714 new presets.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:20:58 +02:00
lucianoandClaude Fable 5 8645838e1a Fluid: adaptive quality scaling (steps down when the GPU can't hold ~45fps)
Pi V3D ran the sim at 26fps at full res; with the 3-notch auto-downscale
(dye 1024/768/512) it settles at ~52fps. Never steps back up to avoid
oscillation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:09:15 +02:00
lucianoandClaude Fable 5 2181c4bc97 Fluid: four new emitter choreographies (Fuoco, Anello, Vortici, Onda)
Same solver, different figures via e.fluidMode: 'fire' bottom jets with
buoyancy — implemented as relaxation toward a target updraft (an additive
force integrates to the velocity clamp and turns flames into a wall) plus
height-scaled dye dissipation so flames die as they rise; 'ring' emitters
on a spinning circle with radial beat shockwaves; 'vortex' two counter-
rotating stirrers; 'wave' a travelling sine curtain. Stationary emitters
inject a fraction of the stir force (repeated adds at one spot saturate).
408 new presets.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:03:46 +02:00
lucianoandClaude Fable 5 14afe0b98c New effect family "Fluido": real-time GPU fluid simulation (ink-in-water)
Stable-fluids solver (fluid.js) on ping-pong half-float framebuffers:
semi-Lagrangian advection, vorticity confinement (clamped — unbounded
confinement overflows half-float and kills the field), 22 Jacobi pressure
iterations, audio-driven dye/force splats. Three wandering emitters inject
palette-coloured dye (brightness-normalized so dark palette entries stay
vivid); bass drives injection and stirring, beats fire directional bursts,
treble adds swirl. Universal modifiers map onto the sim: warp = vorticity,
speed = sim speed (brightness is speed-normalized), sym = kaleidoscope with
a wedge that rotates via rotSpeed, contrast/invert on display.

The Visualizer delegates to FluidSim when the preset has isFluid (flag is
always present so Object.assign merges can't leave it stale). 102 new
presets (17 palettes x 6 variants).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 14:48:38 +02:00
luciano 7a79ade428 Bump to 1.4.1 2026-06-22 18:06:00 +02:00
lucianoandClaude Opus 4.8 0c2f2b8190 Waveform: decode peaks in-renderer via Web Audio (no external ffmpeg needed)
The packaged app doesn't bundle ffmpeg, so on Macs without a system ffmpeg the
waveform stayed blank. Compute peaks by reading the file bytes (new file:read
IPC) and decoding with Web Audio's decodeAudioData in a low-rate AudioContext;
ffmpeg in main remains only as a fallback.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 18:03:29 +02:00
luciano c98ebda03f Bump to 1.4.0 2026-06-22 16:45:53 +02:00
lucianoandClaude Opus 4.8 26a5000b04 Playlist: scrub/seek playback by clicking-dragging the waveform
Pointer on the waveform now seeks: scrub the playhead on the playing track
(new 'seek' output message setting currentTime) or start a stopped track from
the clicked point (playIndex(i, fromTime)). Grabbing within ~10px of the green/
red handles still adjusts the trim in/out instead of seeking.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 16:45:00 +02:00
lucianoandClaude Opus 4.8 882dd4643a Playlist: per-track start/end trim, total/elapsed/remaining times, waveform cards
- Per-track start/end points (mm:ss inputs, 'set to current' buttons, draggable
  handles on the waveform). Trim applied via audio.setTrim (seek to start, stop
  at end) and pushed live to the playing track.
- Wider cards showing elapsed / total / remaining for the trimmed range.
- Waveform rendered per track: peaks computed in main via ffmpeg (mono 8kHz PCM
  -> 400 normalized buckets, cached), drawn on a canvas with trim region +
  playhead. New audio:peaks IPC + djv.peaks preload binding.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 16:36:54 +02:00
luciano a8973619e6 Bump to 1.3.0 2026-06-22 15:31:33 +02:00
lucianoandClaude Opus 4.8 4afaac08dd Playlist: visual-only 'Intermezzo' items (effects/text/image between tracks)
Add interlude playlist entries with no audio that run their own scene for a set
duration, then auto-advance. Shares a unified timed-segment runner with the
inter-track gap (pause/resume via the Play button). New 'playSilence' output
message + audio.silence() to stop audio while keeping meters/recording alive.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 15:16:32 +02:00
lucianoandClaude Opus 4.8 ed73c016f3 Playlist: auto-blend video under active scene effect; inter-track pause/intermission with continuing scene
- When a playlist video has an active scene effect, auto-apply 'screen' blend so
  the effect shows through (only if the user left blend at default 'normal';
  manual choices are respected). Restores on effect-off / next track.
- Per-track 'Pausa dopo' (seconds): after a track ends, keep its scene timeline
  running for N seconds as an intermission (scene elements placed past the song
  length appear during the pause), then advance. Countdown + badge in the row.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 15:10:33 +02:00
lucianoandClaude Opus 4.8 57a6bea3b4 Scenes: clear stale text/image when a track (re)starts
On restart, lastScene was reset to null and a channel with nothing active at
t=0 also evaluated to null, so the diff saw 'no change' and never sent the hide
command — leftover scene text stayed on screen. Use an undefined sentinel so
advanceCues applies (and thus clears) every channel once at scene start.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 14:56:40 +02:00
lucianoandClaude Opus 4.8 56230cb3b0 Scenes: independent per-element timing (effect/text/image) with full inline options + duration; dedicated Playlist tab
Each scene element (effect, text, image) now has its own appearance time and
optional duration, with all styling options inline (no more capture-from-panel).
Live preview applies edits immediately on the playing track. Moved the playlist
and its video-render controls into a new Playlist tab.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 14:53:05 +02:00
lucianoandClaude Opus 4.8 dc37e4ab3f Playlist: fix video track restart; per-cue full effect picker (family + preset dropdowns)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 14:42:29 +02:00